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Create true reflections
Reflection and Environment
Simulate reflections with Env Cube
Simulate reflections with Env Ball
For more information about this texture,
see
Env Ball.
To use the Env Ball environment
texture, you must map the texture’s Image attribute
with the image of a reflective chrome ball in the environment you want
to re-create. You should also create an image plane for the camera
and map the image plane’s Image Name attribute with the image of
the environment without the chrome ball.
To
create an image of a chrome ball
- Place
a highly reflective chrome ball (sphere) in the environment (real world
or computer generated) that you want to re-create.
- Place
the ball at the exact location (in the original environment) where you
want the model to appear (in the re-created environment), and take note
of the ball’s distance from any floor/walls/ceiling or large objects.
- Photograph
(or render) the ball using a telephoto lens, and take note of the
camera’s elevation (the angle between the camera’s view and the
environment’s grid plane), and the camera’s inclination (the angle
between the camera’s view and the environment’s YZ plane).
The photo essentially contains a compressed
sample of the entire environment, except for the area directly behind
the ball. The highest resolution is in the direction of the camera,
so the image provides the best data compression for that point of
view.
To
re-create environments using environment ball
- The Env
Ball texture can best re-create environments that have
no objects in their center (that is, near the chrome ball). For
example, rooms and interiors should not contain furniture, and outdoor
scenes should not have trees or cars near the chrome ball. (In general,
outdoor scenes can contain buildings.)
To
use a single image of a chrome ball using environment ball
- Map
a File texture to the Env
Ball texture’s Image attribute,
and then map the image file of the ball in the environment to the File texture’s Image attribute.
- Map
the image of the environment without the chrome ball to the image plane’s Image attributes.
- Set
the Env Ball texture’s Inclination and Elevation attributes
to the inclination and elevation of the camera used to photograph
the ball.
To
obtain accurate reflections for the environment ball texture
- For
accurate reflections of the re-created environment on the model,
set the Env Ball texture’s Projection
Geometry attributes to values corresponding to the distance
between any floor/walls/ceiling or large objects and the chrome
sphere when it was photographed.
To
position the image planes’s image for the environment ball texture
- To
simplify positioning the image plane’s Image, set
the Env Ball texture’s Eye Space on.
To
model background geometry when using the environment ball texture
- To
model background geometry (for example, so you can add shadows, lighting
effects, or fog to the scene), set the Env Ball texture’s Reflect attribute
off.